Resident Evil: Survive

In Progress Resident Evil: Survive - OPENBOR Game 2.5

No permission to download
The project is currently under development.
Now it's gone
Resident Evil Survive - 0001.png

This is my setting but I think I've got it terribly since I've never used this. Manual tends to be kind of a headache when explaining many stuff
bglayer data/levels/south/water.gif 1 1 1784 555 0 0 0 0 0 0 1 0 0 0 0 1 0
 
Yeah, bglayer, fglayer and background have so many parameters. I usually copy n paste these settings from previous ones and edit some parameters.
Anyways, I think the reason your water is gone is because you've placed it offscreen right and below the screen.
Here's a good bglayer setting to create water:
bglayer data/bgs/pier2/water.gif 0 0 0 40 0 0 -1 1 1 0 1 3 2 3

0 means this water layer starts from 0 pixels of leftmost edge of level. You should leave this alone unless your water doesn't start from 0.
40 means this water layer starts from 0 pixels of top edge of level. This is the parameter that you need to set for the water to placed below trees.
3 2 3 is the water's {amplitude} {wavelength} {wavespeed} respectively. I don't know what each parameter does, maybe others could help. But you could trial and error to find best water settings.
If you want to use fglayer as Ilu suggested, you only need to add extra parameter defining its z depth like this:
fglayer data/bgs/pier2/water.gif -100 0 0 0 40 0 0 -1 1 1 0 1 3 2 3
 
Hi guys! While I was trying to add a biker enemy I noticed this weird stuff happening. I'd like to make the biker fall from the motorcycle just as the manual implies but instead the entity spawns the mutated version of the enemy I'm interested.

This is entity MajiniA, the one I'm interested to make fall from the bike.
idle.gif
Here's his .txt
name MajiniA
health 60
subtype chase
speed 12
running 18 4 2 1 1
type enemy
candamage player npc
hostile player npc
remap data/chars/MajiniA/palette1.gif data/chars/MajiniA/palette2.gif
fmap 1
shadow 4
gfxshadow 1 1
falldie 2
nodieblink 1
death 1
load Cephalo_A
icon data/chars/MajiniA/icon.gif
diesound data/chars/MajiniD/majini_death.wav

palette data/chars/MajiniA/palette1.gif

anim attack1
hitflash flash
bbox 22 0 58 119
loop 0
offset 54 120
delay 6
frame data/chars/MajiniA/attack1.gif
sound data/chars/MajiniD/majini_attack.wav
bbox 23 0 64 138
offset 68 122
frame data/chars/MajiniA/attack2.gif
bbox 22 19 58 119
offset 39 144
frame data/chars/MajiniA/attack3.gif
hitfx data/chars/Krauser/slash.wav
bbox 22 0 58 119
attack 48 0 64 35 9 0 1 0 3 0
offset 39 102
frame data/chars/MajiniA/attack4.gif
bbox 22 -9 58 119
offset 41 96
frame data/chars/MajiniA/attack5.gif
bbox 22 -9 58 119
offset 41 95
frame data/chars/MajiniA/attack6.gif

anim fall
loop 0
offset 49 87
delay 13
frame data/chars/MajiniA/fall01.gif
attack2 46 3 50 50 15 1 1 0 3 0
bbox 26 12 50 50
offset 55 69
sound data/chars/MajiniD/majini_death.wav
frame data/chars/MajiniA/fall02.gif
bbox 26 12 50 50 15 1 0 0 0 0
offset 60 41
frame data/chars/MajiniA/fall03.gif
bbox 26 12 50 50 15 1 0 0 0 0
offset 62 29
frame data/chars/MajiniA/fall04.gif
bbox 26 12 50 50 15 1 0 0 0 0
offset 64 23
frame data/chars/MajiniA/fall05.gif

anim burn
loop 0
offset 61 81
delay 10
sound data/sounds/burn.wav
frame data/chars/MajiniA/burn1.gif
offset 60 82
frame data/chars/MajiniA/burn2.gif
offset 65 84
frame data/chars/MajiniA/burn3.gif
offset 61 81
frame data/chars/MajiniA/burn1.gif
offset 60 82
frame data/chars/MajiniA/burn2.gif
offset 65 84
frame data/chars/MajiniA/burn3.gif
offset 55 69
frame data/chars/MajiniA/fall02.gif
offset 60 41
frame data/chars/MajiniA/fall03.gif
offset 62 29
frame data/chars/MajiniA/fall04.gif
offset 64 23
frame data/chars/MajiniA/fall05.gif

anim shock
loop 0
offset 70 84
delay 10
sound data/sounds/shock.wav
frame data/chars/MajiniA/shock1.gif
offset 77 90
frame data/chars/MajiniA/shock2.gif
offset 70 84
frame data/chars/MajiniA/shock1.gif
offset 77 90
frame data/chars/MajiniA/shock2.gif
offset 55 69
frame data/chars/MajiniA/fall02.gif
offset 60 41
frame data/chars/MajiniA/fall03.gif
offset 62 29
frame data/chars/MajiniA/fall04.gif
offset 64 23
frame data/chars/MajiniA/fall05.gif

anim idle
loop 1
delay 50
offset 35 109
bbox 8 0 58 125
frame data/chars/MajiniA/idle.gif

anim pain
loop 0
delay 6
offset 31 100
bbox 5 0 59 99
frame data/chars/MajiniA/hurt01.gif
bbox 17 0 59 101
offset 32 110
sound data/chars/MajiniD/majini_pain.wav
frame data/chars/MajiniA/hurt02.gif
bbox 17 0 59 101
offset 37 110
frame data/chars/MajiniA/hurt03.gif

anim death
spawnframe 0 0 0 0 0
custentity Cephalo_A
loop 0
offset 34 111
delay 11
frame data/chars/MajiniA/death1.gif
offset 34 95
sound data/chars/Regenerador/regenerador_explode.wav
frame data/chars/MajiniA/death2.gif
offset 34 95
frame data/chars/MajiniA/death3.gif

anim rise
loop 0
offset 64 41
delay 10
frame data/chars/MajiniA/rise1.gif
sound data/chars/MajiniD/majini_rise.wav
offset 55 44
frame data/chars/MajiniA/rise2.gif
offset 44 48
frame data/chars/MajiniA/rise3.gif
offset 36 46
frame data/chars/MajiniA/rise4.gif
offset 74 34
frame data/chars/MajiniA/rise5.gif
offset 71 43
frame data/chars/MajiniA/rise6.gif
offset 62 52
frame data/chars/MajiniA/rise7.gif
offset 38 94
frame data/chars/MajiniA/rise8.gif
offset 33 107
frame data/chars/MajiniA/rise9.gif

anim run
loop 1
delay 10
offset 34 133
bbox 12 26 49 110
frame data/chars/MajiniA/walk01.gif
bbox 12 26 49 110
offset 35 132
frame data/chars/MajiniA/walk02.gif
bbox 12 26 49 110
offset 43 129
frame data/chars/MajiniA/walk03.gif
bbox 12 26 49 110
offset 37 129
frame data/chars/MajiniA/walk04.gif
bbox 12 26 49 110
offset 37 132
frame data/chars/MajiniA/walk05.gif
bbox 12 26 49 110
offset 43 130
frame data/chars/MajiniA/walk06.gif

anim walk
loop 1
delay 10
offset 34 133
bbox 12 26 49 110
frame data/chars/MajiniA/walk01.gif
bbox 12 26 49 110
offset 35 132
frame data/chars/MajiniA/walk02.gif
bbox 12 26 49 110
offset 43 129
frame data/chars/MajiniA/walk03.gif
bbox 12 26 49 110
offset 37 129
frame data/chars/MajiniA/walk04.gif
bbox 12 26 49 110
offset 37 132
frame data/chars/MajiniA/walk05.gif
bbox 12 26 49 110
offset 43 130
frame data/chars/MajiniA/walk06.gif

This is the biker version. When hit, it will only not make the enemy fall but even it spawns CephaloA instead
idle1.gif

Here's his .txt
name MajiniA_Biker
type enemy
subtype biker
rider MajiniA
load MajiniA
health 3
shadow 4
gfxshadow 1 1
nolife 1
icon data/chars/MajiniA/icon.gif


palette data/chars/MajiniA/palette1.gif

anim idle
loop 1
delay 8
offset 71 100
bbox 34 0 63 100
attack 0 36 138 69 10 1
frame data/chars/MajiniA/MajiniA_Biker/idle1.gif
offset 71 99
bbox 34 0 63 100
frame data/chars/MajiniA/MajiniA_Biker/idle2.gif

anim pain
loop 1
delay 8
offset 71 100
frame data/chars/MajiniA/MajiniA_Biker/idle1.gif
offset 71 99
frame data/chars/MajiniA/MajiniA_Biker/idle2.gif
 
I found something odd. Bikers only spawn enemies without death animations, and since Majini is an enemy who spawns another entity (Cephalo) after dying the Biker automatically spawns the Cephalo instead. Nevermind
 
About the “3 levels per title” thing, are each of the Revelations games counted separately or are they counted together?
 
About the “3 levels per title” thing, are each of the Revelations games counted separately or are they counted together?
@Miru Separately i would have thought buddy. I count them as 2 different entry's in the series. I was going to ask the same hahaha. @Chris Monvel Looking good buddy im looking forward to trying this :)
 
Thank you so much for the support guys. @Miru @dai92 About the Revelations games, yeah, each entry is getting its own 3 levels section. This is pretty much like Taylor Swift's Eras Tour in videogame form.

These are all the titles I'm covering:
- Resident Evil 0
- Resident Evil
- Resident Evil 2
- Resident Evil 3: Nemesis
- Resident Evil: Outbreak (1 level from File 1 and 2 levels from File 2 only)
- Resident Evil: Code Veronica
- Resident Evil: Umbrella Chronicles (1 level only)
- Resident Evil: Darkside Chronicles (1 level only)
- Resident Evil 4
- Resident Evil Degeneration (1 level only)
- Resident Evil Revelations
- Resident Evil 5
- Resident Evil Damnation (1 level only)
- Resident Evil Revelations 2
- Resident Evil 6
- Resident Evil Vendetta (1 level only)
- Resident Evil Death Island (1 level only)

Only 2 levels are still pending until the game is finished
 
Thank you so much for the support guys. @Miru @dai92 About the Revelations games, yeah, each entry is getting its own 3 levels section. This is pretty much like Taylor Swift's Eras Tour in videogame form.

These are all the titles I'm covering:
- Resident Evil 0
- Resident Evil
- Resident Evil 2
- Resident Evil 3: Nemesis
- Resident Evil: Outbreak (1 level from File 1 and 2 levels from File 2 only)
- Resident Evil: Code Veronica
- Resident Evil: Umbrella Chronicles (1 level only)
- Resident Evil: Darkside Chronicles (1 level only)
- Resident Evil 4
- Resident Evil Degeneration (1 level only)
- Resident Evil Revelations
- Resident Evil 5
- Resident Evil Damnation (1 level only)
- Resident Evil Revelations 2
- Resident Evil 6
- Resident Evil Vendetta (1 level only)
- Resident Evil Death Island (1 level only)

Only 2 levels are still pending until the game is finished
No problem buddy :) That list sound's fantastic :D
 
There's potential here for sure and it was exciting to finally get my hands on this, but I have to blunt: the difficulty is kind of insane. I felt like I'd jumped into the final level or something. There can be too many enemies at times. Zombies can drain your HP in literally a second or two once they latch on (I do get that this is how it might've worked in the RE games but this is an entirely different genre. In beat 'em ups, you're GOING TO get hit, and it shouldn't be so catastrophic to have one enemy land one), and by the time I remind myself which the breakout button is because there's so many different ones, it's too late (I usually avoid OpenBOR games that utilize all 4 attack buttons because I play on keyboard which makes this setup a little awkward). It's very difficult to avoid jump-attacking enemies as they are very fast (no startup delay) and seem to have generous hitboxes. Jump attacks of my own, whilst sometimes quite useful, seem to result in getting knocked down most of the time because the enemy's basic attacks all have the ability to anti-air (I suggest making the jump bbox on the characters NOT include their legs, which is how most developers get around this issue). The basic combo not knocking enemies down at the end really threw me off too. Never encountered that before. All of this becomes even harder in a crowd and I often find myself grabbing enemies when I'm simply trying to move out of the way, and that temporary moment of freezing in place is all it takes for a zombie to latch on and near insta-kill. And of course then there's Stage 2 where there's sections with a LOT of floor traps but the same amount of enemies to deal with on top of it, so it all gets a bit chaotic. The amount of healing items is generous and appreciated and definitely helps take a little of the stress away, though they're often difficult to get to because of how relentless everything else feels lol.

I actually rage quit on the plant boss because I literally couldn't figure out how to beat it until I watched the playthough above, and they seemed to struggle with it too. Granted, this was partly due to the fact I've not seen that kind of thing done in OpenBOR before (kudos on the creativity!). Most of the time, it knocked me down with it's attack so I can't imagine even if I'd known how to damage it I would've been able to reach it often.

I do apologize for being a bit negative and the last thing I'd want is for this to discourage you, but to reassure you, this stems not from a "this game sucks" mentality, but a "oh this game could be SO GOOD with a few tweaks" one. Like I said, there's hella potential here and I would've just deleted it and not bothered writing this if I didn't think that! These kinds of issues seem to plague a LOT of otherwise good OpenBOR games so I'm a little sensitive and have gotten tired of it whenever it appears at this point, and I personally play beat 'em ups to relieve stress, so when they have the adverse effect I can get a little grumpy about it😅. I'm a huge advocate for "have a hard mode for the hardcores, sure! But don't forget the people who've had bad days and just wanna beat stuff up for fun with no stress!".

I really hope this didn't bum you out at all, and seriously, best of luck with the project! It's a super neat idea.
 
Hi there, at first glance the game look great,only 3 major issues would be sprite alignment followed by delays and it's missing a disclaimer, add something stating it's not produced by Capcom.
Consider the 3rd suggestion to stay on the safe side.
 
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